class BlackDeathZombieGuardPawn extends BlackDeathZombiePawn
	placeable;
	
var() StaticMeshComponent Helmet;
var() StaticMeshComponent L_Greave;
var() StaticMeshComponent R_Greave;
	
	simulated event PostBeginPlay()
	{
		super.PostBeginPlay();//Activate();
		if (Mesh != none && Helmet != none)
		{
		Mesh.AttachComponentToSocket(Helmet, 'Helmet');
		Mesh.AttachComponentToSocket(L_Greave, 'L_Greave');
		Mesh.AttachComponentToSocket(R_Greave, 'R_Greave');
		
		}
	}


DefaultProperties
{
	InventoryManagerClass=class'BlackDeathInventoryManager'
	InitialInventory(0)=class'BD_Claws'
//Setting up the light environment
    Begin Object Name=MyLightEnvironment
        ModShadowFadeoutTime=0.25
        MinTimeBetweenFullUpdates=0.2
        AmbientGlow=(R=.00,G=.00,B=.00,A=1)
        AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
        bSynthesizeSHLight=TRUE
    End Object
    Components.Add(MyLightEnvironment)
	LightEnvironment=MyLightEnvironment
//Setting up the mesh and animset components
    Begin Object Name=InitialSkeletalMesh
        CastShadow=true
        bCastDynamicShadow=true
        bOwnerNoSee=false
        LightEnvironment=MyLightEnvironment;
		BlockRigidBody=true;
		CollideActors=true;
		BlockZeroExtent=true;
//What to change if you'd like to use your own meshes and animations
        PhysicsAsset=PhysicsAsset'BD_CHARACTERS.Mesh.Zombie_Physics'
        AnimSets(0)=AnimSet'BD_CHARACTERS.Animation.ZombieMoveSet'
        AnimTreeTemplate=AnimTree'BD_CHARACTERS.Animation.Zombie_AnimTree'
        SkeletalMesh=SkeletalMesh'BD_CHARACTERS.Mesh.Zombie_Guard'
    End Object
			
//Setting up Attachments for SkeletalMesh
 Begin Object Class=StaticMeshComponent Name=MyStaticMeshComponent_01 
    CastShadow=true
    bCastDynamicShadow=true
    bOwnerNoSee=false
    LightEnvironment=MyLightEnvironment;
    StaticMesh=StaticMesh'BD_CHARACTERS.Guard_Zombie-Helmet'
  End Object
 Helmet=MyStaticMeshComponent_01
  
 Begin Object Class=StaticMeshComponent Name=MyStaticMeshComponent_02
    CastShadow=true
    bCastDynamicShadow=true
    bOwnerNoSee=false
    LightEnvironment=MyLightEnvironment;
    StaticMesh=StaticMesh'BD_CHARACTERS.Guard_Zombie-Left_Shin_Armor'
  End Object
 L_Greave=MyStaticMeshComponent_02
 
 Begin Object Class=StaticMeshComponent Name=MyStaticMeshComponent_03
    CastShadow=true
    bCastDynamicShadow=true
    bOwnerNoSee=false
    LightEnvironment=MyLightEnvironment;
    StaticMesh=StaticMesh'BD_CHARACTERS.Guard_Zombie-Right_Shin_Armor'
  End Object
 R_Greave=MyStaticMeshComponent_03
  
//Setting up a proper collision cylinder
    Mesh=InitialSkeletalMesh;
    Components.Add(InitialSkeletalMesh); 
	CollisionType=COLLIDE_BlockAll
	Begin Object Name=CollisionCylinder
		CollisionRadius=+0024.000000
		CollisionHeight=+0044.000000
	End Object
	CylinderComponent=CollisionCylinder
	
	BaseTranslationOffset=6.0

	HealthMax = 100
	
	bIncapped = false
	bRevive =false
	bPlayingdamage = false
	
	ReviveHP = 30
	ReviveTime = 25.0
	
	AirSpeed=75.000000
	GroundSpeed=50.000000
	bCanBeDamaged=true
	bCanSwim=false
}